littlerb Little Robin

Immagine gioco: Little Robin
Immagini disponibili:

Nome romset:
Anno di produzione: 1994
Produttore: TCH

Genere del gioco: Platform
Categoria: Platform / Corri & Salta

Questa macchina funziona in MAME con problemi Questa macchina funziona in MAME con problemi

Emulazione generale: Buono
Emulazione colore: Buono
Emulazione sonoro: Imperfetto
Emulazione grafica: Imperfetto
Salvataggio: Non supportato

In MAME dalla versione: .102u5

Il driver di questa macchina in MAME è: littlerb.cpp - Leggi il codice

 Dati tecnici 
 Hardware di questa macchina:
  • CHIP [Mostra dettagli]

    M68000 ("maincpu")cpu 12000000 Hz
    TMS34010 ("inder_vid:tms")cpu 40000000 Hz
    Speaker ("lspeaker")audio
    Speaker ("rspeaker")audio
    8-Bit R-2R DAC ("ldac")audio
    8-Bit R-2R DAC ("rdac")audio

  • Schermi [Mostra dettagli]

    Questa macchina utilizza un solo schermo:
      Tipo di grafica: Raster
      Orientamento schermo: Orizzontale
      Risoluzione 337 x 245 @ 30.006238 Hz

  • Numero di giocatori: 2P Simultanei
  • Controlli [Mostra dettagli]

      Joystick [8 direzioni]
      Joystick [8 direzioni]
    Numero di pulsanti: 3

  • Dipswitch [Mostra dettagli]

    In grassetto i valori predefiniti
    Coin B5 Coins/1 Credit
     4 Coins/1 Credit
     3 Coins/1 Credit
     2 Coins/1 Credit
     1 Coin/1 Credit
     1 Coin/2 Credits
     1 Coin/3 Credits
     1 Coin/4 Credits
    Coin A5 Coins/1 Credit
     4 Coins/1 Credit
     3 Coins/1 Credit
     2 Coins/1 Credit
     1 Coin/1 Credit
     1 Coin/2 Credits
     1 Coin/3 Credits
     1 Coin/4 Credits
    Bonus LifeEvery 150,000
     Every 200,000
     Every 300,000
     Medium Easy
     Medium Hard
     Very Hard
    Service ModeOff
    Demo SoundsOff

  • ROM (4 della macchina) [Mostra dettagli]

    Riferito alla versione MAME: 0.181

    NomeDimensioniCRC32SHA1StatoNel romset
    roma.u53524288172fbc13 cd165ca0d0546e2634cf182dc98004cbfb02cf9f good littlerb
    romb.u29524288b2fb1d61 9a9d7176c241928d07af651e5f7f21d4f019701d good littlerb
    romc.u26262144f193c5b6 95548a40e2b5064c558b36cabbf507d23678b1b2 good littlerb
    romd.u32262144d6b81583 b7a63d18a41ccac4d3db9211de0b0cdbc914317a good littlerb

    :  Macchina Parent
    :  Macchina Clone
    :  BIOS
    :  Device


Little Robin (c) 1993 TCH.


Processore Principale : 68000 (@ 12 Mhz)

Orientamento dello schermo : Orizzontale

Risoluzione video : 320 x 246 pixels

Frequenza aggiornamento video : 60.00 Hz

Colori palette : 256

Giocatori : 2

Controllo : Joystick a 8 direzioni

Pulsanti : 3


Rom del gioco.

Giochi Simili

Attenzione: I dati di history.dat potrebbero essere diversi da quelli riportati nel resto della scheda (tratti da MAME), in quanto provenienti da fonti diverse.

Informazioni su littlerb

0.102u5 [David Haywood, Pierpaolo Prazzoli]


- 0.147: David Haywood fixed Little Robin - Game now playable. Things are starting to make a little more sense now... Still too many hacks and things to figure out, but it looks almost reasonable in places now. Game is playable to a degree as you can finally see scores, "ROBIN" and more [David Haywood]. Fixed vblank line irq triggering [Angelo Salese]. Changed visible area to 336x288 and VSync to 50Hz. Added 'Service Mode' dipswitch.

- 2nd September 2012: David Haywood - I've improved the layer selection logic a bit which means that the letters you collect to spell the word 'ROBIN' are now correctly displayed at the top of the screen. One of these letters will drop down in a bubble each time you kill one or more enemies as part of a chain, collecting them all will give you a bonus stage after the current level. I've also added the clipping logic, this is used between stages to clip out the sprites, and also fixes how items are displayed as they drop into the playfield from above. I haven't worked out how the scrolling / smiley faces which should be drawn between scenes work yet, so those are missing, but overall this progress gives another nice improvement to the graphics and I can confirm that the game is fully playable from start to end. There is something of a glitch on the 2nd form of the final boss, which I'm assuming is an emulation bug. When you defeat the first form of the boss it ends up being made into part of the background graphic so the game can display the 2nd form, but instead of just the dead boss becoming part of the background your old sprite, and any mini enemies the boss created also end up being stuck to the background. This can be seen on one of the screenshots below, these are all taken from later levels to add a bit of variety.

- 31st August 2012: David Haywood - Little Robin by TCH is one of those games that continues to taunt MAME developers and evade emulation. It's not that either the game, or the hardware happen to be anything spectacular, it's just the way everything is hooked up is rather awkward, from the sound (which Kale fixed up a few months ago) to the video. Essentially the game has a 'VDP' type device, all video hardware is accessed through ports, the palette DAC, the graphical data, and the display lists. In reality it's just a basic layer of indirection, but it presents quite a few unknowns (correct addressing, which writes should auto-increment the target address etc.) which have slowed down emulation. The game uploads all the graphic data to this device, so the addressing has to be correct in order to ensure data doesn't get incorrectly erased by new data, which is what I thought was happening before hence the platforms etc. ending up corrupt after starting a game. Now I've decided that assumption is incorrect, furthermore I've decided that the spritelist isn't a spritelist after all, but more of a command based blitter, capable of writing data to a front buffer and a back buffer. The reason the background and platform data was being overwritten appears not to be due to bad addressing, but because it simply isn't needed anymore, the data has been copied to the back buffer and can therefore be replaced with sprites without consequence. This isn't an unreasonable line of thought because Wheels & Fire, and Reality Tennis, both other games from TCH are also dual framebuffer + blitter based, albeit with more direct access but a more complex blitter. Of course this is slightly trickier to implement, and it becomes important to understand which writes are meant to trigger the 'render' operation (or if things should be rendered as they're written) Layer clearances are also a problem. I've started improving the driver based on these assumptions and already I'm seeing some good progress. There remain some issues tho, some 'sprite' (blit commands) are misaligned, presumably because I'm not correctly interpreting other commands of different sizes (the normal 'sprites' are 6 words, but there are other bits of data sent too and I've not managed to figure out how the hardware decides what the data is meant to be yet) As a result ingame looks better, but the title screen has a large amount of corruption, some backgrounds are cleared prematurely (or not cleared at all) and the HUD with the score / credits is never displayed. Still, it's a step closer to understanding how things work, even if the whole thing is strung together with a fair number of hacks and (incorrect) assumptions still. At least things are starting to fall into place now. Update: I've continued to work on Little Robin and started making some more sense of the displaylist structure, as well as fixing the screen resolution to 336x288. Layer clearing / scrolling is still incomplete / wrong but the HUD graphics now appear, as does the title screen, a mini-map when starting the game, the boss death animation, and the high score table.

- 0.145u7: Aaron Giles fixed Little Robin crashed before OK (AM_DEVREAD/AM_DEVWRITE regression).

- 0.145u6: Improved colours in Little Robin (gfx are 8bpp, not 4bpp with palette select), a few adjustments and clean ups to drawing code, and made use of RAMDAC device for the palette [David Haywood]. Improved irqs and hooked up sound index writes. Added preliminary sound. Note: Sound pitch is directly correlated with irqs, scanline timings and pixel clock, so it's surely not 100% correct. Sound sample playbacks looks fine at current time tho. Some clean-ups [Angelo Salese]. Work around for bug in older GCCs [R. Belmont]. Added 2x DAC sound and left/right Speaker.

- 28th March 2012: Angelo Salese - Understood and hooked up sound HW in Little Robin, that is a weird combination of 2 DAC sound chips, the video scanline register, interrupt generation (irq lv 4 with an input port that defines the kind of irq, currently hooked up with the video frame number) and two lovely 16-bit port registers (one for each DAC) that alternates the resulting 8-bit sound index according to an external source (frame number % 16 with current implementation, as each "sound irq" happens every 8 frames). And by alternation it means in the sense of muxing between LSB or MSB of the aforementioned sound index (that is obviously pointless if isn't a form of protection).

- 0.138u3: David Haywood rewroted video emulation to use the device system in Little Robin.

- 0.133u5: David Haywood added verbose debug logging for the Little Robin 'vdp' writes in preparation for looking at it further.

- 9th October 2008: Tomasz Slanina - Few weeks ago f205v has found "Little Robin" PCB for sale. Game is not working in MAME (video hardware is only partially emulated) - so i have decided to buy it. PCB arrived few days ago. Spanish PCB, with korean labels, found in Itally. I'll try to run some trojan/test code on it. There's chance to make this weird 'Snow Bros' rip-off playable. Btw, i'm still looking for the PCB of another unemulated TCH game - 'Wheels & Fire'. As well as other, undumped/unemulated arcade games from Spain. Few pics from the game... My monitor has some problems with displaying game gfx. There's weird gradient on the bg as well as missing blue color component here and there. Also the SYNC signals generated by PCB are out of range a bit. There's also video from attract/gameplay in the My Videos section.

- 24th September 2008: f205v dumped Little Robin.

- 0.117u2: Sonikos fixed some DIPs in Little Robin. Added dipswitches 'Lives', 'Coin A' and 'Coin B'.

- 0.105: Some progress on Little Robin [David Haywood]. Changed visible area to 320x256.

- 3rd April 2006: David Haywood - Little Robin is a bit of a pain. It uses some undocumented VDP/Blitter style chip to access the video ram / draw the GFX. It's not really clear how it works yet, but I've been making a little progress towards it displaying something valid at least. I attempted to add some colour. At least one sprite is right.

- 0.104: Changed visible area to 540x540.

- 0.103u2: Fixed rom names.

- 0.102u5: David Haywood and Pierpaolo Prazzoli added Little Robin (TCH 1993).


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